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dc.contributor.authordos Santos, Artur Lira
dc.contributor.authorTeichrieb, Veronica
dc.contributor.authorLindoso, Jorge
dc.contributor.editorSkala, Václav
dc.date.accessioned2015-02-05T09:26:00Z
dc.date.available2015-02-05T09:26:00Z
dc.date.issued2014
dc.identifier.citationWSCG 2014: Full Papers Proceedings: 22nd International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS Association, p. 203-212.en
dc.identifier.isbn978-80-86943-74-9
dc.identifier.urihttp://wscg.zcu.cz/WSCG2013/!_2013-WSCG-Full-proceedings.pdf
dc.identifier.urihttp://hdl.handle.net/11025/11931
dc.description.abstractIn this paper we present a chronological review of five distinct data structures commonly found in literature and ray tracing systems: Bounding Volume Hierarchies (BVH), Octrees, Uniform Grids, KD-Trees, and Bounding Interval Hierarchies (BIH). This review is then followed by an extensive comparative study of six different ray traversal algorithms implemented on a modern Kepler CUDA GPU architecture, to point out pros and cons regarding performance and memory consumption of such structures. We show that a GPU KD-Tree ray traversal based on ropes achieved the best performance results. It surpasses the BVH, often used as primary structure on state-of-the-art ray tracers. Compared to BVHs, a carefully well implemented ropes-based KD-Tree is from 13 to 71% faster. However, it may consume up to 9x more memory than other structures. This disadvantage can be a limiting factor on memory limited architectures.en
dc.format10 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesWSCG 2014: Full Papers Proceedingsen
dc.rights© Václav Skala - UNION Agencyen
dc.subjectsledování paprskucs
dc.subjectalgoritmy traversace paprskucs
dc.subjectreprezentace scény pomocí hierarchie obálekcs
dc.subjectoctreecs
dc.subjectuniformní mřížkycs
dc.subjectkd stromcs
dc.titleReview and Comparative Study of Ray Traversal Algorithms on a Modern GPU Architectureen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedray tracingen
dc.subject.translatedray traversal algorithmsen
dc.subject.translatedbounding volume hierarchyen
dc.subject.translatedoctreeen
dc.subject.translateduniform gridsen
dc.subject.translatedkd treeen
dc.subject.translatedbounding interval hierarchyen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:WSCG 2014: Full Papers Proceedings

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